Fixed the French version of the game crashing if you gained a specific character modifier

Fixed a division by 0 crash

Fixed an issue with the German Portraits now showing the lower part of the headgear correctly

Fixed an issue where the Request To Rank Up within a society could get stuck in waiting if you left the society before your request was approved, or if the leader of your society died before approving it

Executing an unrelated interaction will no longer cause council consideration to reset

Fixed the modifier for the 3rd Satanist rank not being capitalized correctly

Artifacts will now be equipped by default upon obtaining them, assuming the holder is able to equip it

Fixed the cultural buildings showing up as "nobuilding" in the tech view

Fixed the portraits for wars in the lower-right corner not always updating when something changes them (E.G., imprisonment or coming of age). They should now always update within one day

Fixed the pause option for message settings always being disabled in the pop-up, even when actually set to enabled

Fixed the pause option for combat results using the "other characters" setting rather than the "close family members" setting when set to pop up

Societies can now be looked at when observing the game

3D objects for castles, cities and churches now have levels, as they were meant to.

The level is computed by using the number of buildings in the main settlement of the province

They are controlled by values in defines.lua: CITY_MAIN_BUILDING_LEVEL_2 and CITY_MAIN_BUILDING_LEVEL_3

Longer names should now be visible in the council job view

Fixed so that long army names do not go out of bounds in ally orders

It is now possible to search for characters' secret religion in the Character Finder. Will only return characters the player know is of the specified secret religion. Also added a "Has Secret Religion" filter that'll only show characters you know to have a secret religion

When you can rank up in your society you now get a separate alert that takes you to the Society screen, rather than being part of the "important decision" alert and taking you to the Intrigue screen

The ally order tooltip will now tell you when the AI is too busy with another war to help you

Fixed hidden character modifiers being visible on the title screen

No longer possible to give ally orders to other players, since nothing makes them obey them anyway

Fixed nation adjectives not getting properly localised in some cases

Council job selection now resets if your councilor dies or is replaced while you're assigning them a job

Fixed the notification when a settlement is finished saying "A Tribal has finished [...]" rather than "A Tribal holding has finished [...]"

The "claim" console command now gives feedback on whether or not it worked

The button that toggles all DLC in the launcher now toggles all mods if that's the currently selected tab

You no longer get the alerts for commander titles if you have "auto assign commanders" enabled

User modding

Fixed the game failing to find government unique title names at times. Now it'll never return the default name if a non-default one is defined. It now also tries without the tier string before it tries without the government string, so if you were to define "city_title" and "king_title", the former will be used

"add_law" can now take parameters: "cooldown" and "opinion_effect". "cooldown" simply works as a way to specify that there's no cooldown, like add_law_w_cooldown does. "opinion_effect" can be used to specify that the opinion effect of passing the law shouldn't be applied. E.G., the anger/happiness at succession law changes, or at tribal organization changes. Existing script still works as before. Example of new syntax:

FROM in on_character_convert_religion and on_character_convert_culture is no longer a temp character, but instead the culture/religion itself. This only provides access to comparing to the culture/religion (or group). It should also still work to set cultures/religions and such. Please report any issues encountered with it. This change also means that it should now be possible to reference the previous characters outside "immediate" and similar without the game crashing

same_society_as trigger will no longer be true when both characters are not part of a society.

Added the command line argument -scriptlog to enable log triggers and effects without enabling script asserts.

Added artifact backgrounds (arti_bg.dds, arti_bg_glow.dds, arti_bg_small.dds, and arti_bg_glow_small.dds) to gfx/inventory/artifacts to make it easier for modders to make their own artifacts that follow the style of the vanilla artifacts

Added society icon backgrounds (society_symbol_bg_stone.dds and society_symbol_bg_wood.dds) to gfx/inventory/societies to make it easier for modders to make their own societies that follow the style of the vanilla societies

Added a better secret religion system, now based around a code attribute rather than traits. Characters can have up to one secret religion. If the character ends up as their secret religion, their secret religion is cleared. This can be set and accessed via script:

Added triggers "secret_religion", "true_religion", "secret_religion_group", and "true_religion_group". True religion being defined as your secret religion if you have one, otherwise your public religion

The religion triggers (religion, secret_religion, true_religion, and the group versions) can now optionally take a "target_type" determining which religion of the target they check against. E.G., religion = { target = ROOT target_type = secret } will check if the scoped character's public religion is the same as ROOT's private religion. The valid types are "public", "secret", and "true". The default is to use the same as the type being checked; religion default to public, secret_religion to secret, true_religion to true. A religion (group) name as the right-hand-side works for all the triggers

Effect set_secret_religion takes a religion or a scope. It optionally takes a target type (true/secret/public), but defaults to secret

Added trigger has_secret_religion which takes "yes" or "no"

Added set_secret_religion and clear_secret_religion effects

The "religion" and "set_secret_religion" effects optionally take a religion type (true/secret/public) to determine which to use when a scope is referenced. "religion" defaults to public, while "set_secret_religion" defaults to "secret"

Added "secret_religion" console command that sets a character's secret religion. Defaults to the player's character

Who can see a character's secret religion is defined in 00_religions.txt

Added a can_see_secret_religion trigger. Takes a scope, and checks if the character scope you're currently in can see the target character's secret religion

Societies can now have an associated religion, which is accessible from script in the same way as character or province religion, including on the right-hand-side of triggers and effects. This is scripted with for example "associated_religion = catholic". It has no effect beyond being accessible via script

Added a convert_to_secret_religion effect. Takes "yes" or a character scope. Sets your public religion to your secret religion, or the target character's secret religion if a scope is used

Added a on_character_convert_secret_religion on_action

Added SecretReligion and TrueReligion localisation promotions so that [This.SecretReligion.GetName] and similar work

Added a dynamic secret religious society system that significantly reduces the work involved in making a religious cult society

All religions except those specifically excluded get a secret religious society generated. The attributes of this society is defined by a template in 00_societies.txt

Most the sections in society definitions now provide the society itself as a scope (FROM)

Societies can now have an associated religion (defined with associated_religion = religiontag). This means that scopes can now be used where religions could be used, such as the right-hand-side of the "religion" trigger or effect. It also means that the "religion" trigger and similar can be used within a society scope

Added a secret_religious_cult scope, which will scope to the cult associated with the character's secret religion. Also works in religion and province scopes. This can also be used on the right-hand-side of effects and triggers

is_rank_full can now take a society scope rather than just a society name

Added a "secret_religion" history effect

Added an on_artifact_inheritance on_action

Scope: ROOT is the character, FROM is the artifact, FROMFROM is the old holder

Added "owner" and "original_owner" as valid scope changes for artifacts

Added on_society_created and on_society_destroyed on_actions

Fixed scoping to saved society and artifact event targets not working

Added religion_scope, secret_religion_scope, true_religion_scope, and culture_scope as scopes. These scope to the religion/culture of the character/province/society (only religion for societies) currently scoped to. Can be saved as event targets

Added a save_conversion folder in "common" which handles converting obsolete objects in saves. Currently handles religions and societies

Added a clear_flags_with_prefix effect. Works in character, province, title, and artifact scopes

Fixed the society rank tooltip not having FROM defined. FROM is now the society grand master, as with other society tooltips

Fixed troops spawned to unlanded characters not getting any tech bonus. They now get the tech from the province they spawned in. If a "home" province is defined, they'll use that province's tech instead

Added "fallback_text" for custom loc. If none of the triggered texts return true, this will be used instead if defined. The fallback text cannot have a trigger, and only one can exist

Fixed the error log complaining if you use "set_mother = 0"

Added is_interested_in_any_society = <yes/no> trigger. It evaluates if you're currently showing interest in a society or not.

Society.GetName, Society.GetNameCap, and Society.GetCurrency now fall back to null_society and null_society_currency rather than just ending up blank

Fixed the "has_artifact" condition showing up blank

Fixed the game crashing in some cases after resigning and reloading, and hovering over a port that had a fleet in it when you resigned

Fixed reverse_religion not working in some cases. Only affected the 2.7.1 beta

Added missing text in the options of two events for the "Perform Statecraft" job

Idolizer was incorrectly shown as being a bad trait for the Stewardship education in the focus view, replaced the trait with the correct trait Indolent

Added the missing localisation for String_Muslim

Fixed the trait 'Immoral Priest' being slightly cut off on the right side for Zoroastrians

Fixed an issue in event MNM.1460 were you would receive money for hosting a gathering rather than paying for it

Fixed a rare crash involving invalid plots

Fixed it taking up to 8 days for courtiers to abort invalid plots and ambitions

Fixed an issue in event MNM.3949, in which you can choose to keep your old religion as a secret religion, were it could give you the wrong secretly religious trait (e.g. getting 'Secretly Sunni' instead of 'Secretly Orthodox')

The Weaponsmith and the Goldsmith will no longer be killed if they become landed

Fixed a crash caused by characters getting deleted while still referenced by events

Fixed a div / 0 crash

The trigger and actual cost for writing a Magnum Opus is now both set to 500

You can no longer abduct revolt leaders or people who are at war with you

Fixed a few 'Devil Worshiper' events that would give you the lifestyle trait Impaler, even when you already had another lifestyle trait

Fixed an issue where the kingdom of Lombardy/Italy wouldn't get the Iron Crown when starting before 1066

Fixed an issue in the 'Antiking' faction which required your liege to be a Nomad in order to be able to create it

Incapable characters can no longer host a Grand Debate

Fixed an OOS when changing start dates

Updated Summer Fair events so that they check for Prisoner, Incapable, Inaccessible and Adult status for randomly chosen courtiers/vassals

Courtiers and vassal commanders can now acquire the various crusade traits again

Fixed an issue where you could induct characters you shouldn't be able to into your Devil Worshiping cult

Zunists can now be recruited to the Satanists

You can now find the Holy Grail with unrestricted supernatural events on

The Monophysite Monastic Society now has the same currency gain rate as the other societies

Pagan vassals who subjugate characters above their own tier should no longer go independent from their liege if they are still valid vassals

Can no longer buy indulgences while in seclusion, prison or when incapable

Non-hindus can now properly be visited by Hindu ascetics again

Unified the decision and event conditions for Introduce Heir to Realm, they should now be the same

You can no longer revoke the Hermetic 'Apprentice' title

The Demon Child can no longer trigger the Aztec Invasion ahead of time

Fixed an issue where the Blending In-mission for secret religious societies could get stuck upon evaluating the mission fail-state

Fixed a rare crash on joining multiplayer via Steam

Fixed characters sometimes changing government form on succession for no apparent reason, most prominently tribal->feudal

Fixed an infinite loop while counting trade posts

Fixed the game crashing if a fort was destroyed while sieged, due to for example starting a holding construction

Members of a Secret Cult can now induct wards to have them adopt the same secret religion correctly

Fixed the 4th council job not being set as active by default in multiplayer

Fixed adventurer troops not getting any tech bonuses

Fixed patricians that somehow end up without a liege keeping their patrician title and becoming immortal

Fixed a crash that could happen after resigning and starting anew, as a result of provinces storing references to characters that no longer exist

Immortal characters should no longer die when making love too fiercely with their spouse

Fixed a rare crash resulting from dying during faction validation as a result of faction validation

Patch 2.7.2

Balance

When a Secret Religious Cult reveals itself, all members will join in the conversion instead of just the ones in the same realm

The AI is now more often unsuccessful in recruiting new members to Secret Religious Cults

Priests, Zealous characters and Paranoid characters are now much less likely to join a secret cult

Characters accused of Apostasy (with the modifier) can no longer Induce Sympathy, Induct or Invite characters to Secret Cults

The cooldown between inviting/inducting characters into Secret Cults increased to 10 years from 5

The AI is now less likely to recruit/induct characters into cults if they are in a realm without a player

Lowered the maximum amount of members the AI can recruit into Secret Religious Cults to a more modest number (from 370 to 91)

Characters in Secret Religious Cults can now only use Prepare Grounds in counties they or their vassals own

The AI is now much less inclined to create a secret religious cult just because their liege is a player

Diplomatic immunity now also prevents release from prison, banishment, and execution

AI improvements

When one AI tells another "get your ass over here" the other AI is now willing to cancel a siege it only just started to actually get "over here"

The AI will no longer think that just because going back to Rome with its army briefly seemed like a good idea, it should continue going there even if it becomes apparent going to Rome is a terrible idea

The AI will no longer decide that gathering up to join its allies is a terrible idea just because there's nothing to siege in that friendly province

Bugfixes

Fixed an issue where targets of Tainted Touch would get the effects of Soul Corruption rather than the caster

Fixed giving someone multiple gifts on the same day causing the opinion bonus to stack, then disappear entirely on the next day

Fixed one way government type could switch away from Tribal on succession for no apparent reason

Fixed epidemics in some cases never ending due to being stuck on islands

Fixed the Black Death in some cases never ending due to the end date not working

If a Secret Religious Cult ends up without a Grandmaster, they will now disband

Characters not in a society can low lose suspicion level

When revealing your Secret Cults your suspicion level is reset

No longer possible to sacrifice the same person to Satan multiple times

Fixed councillor modifiers not being applied on the very first day of a campaign